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Thread: Earthquake spell futility - This should be done

  1. #41
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    Earthquake spell is permanent, so it lasts 2x as long as a max jump spell. Earthquake spell is also available at town hall 8, before jump spells. Earthquake spell has a larger AOE and damages nearby buildings. One of my clan's town hall 8s got a comfortable 2 stars on a th9 last war with the earthquake strategy that she'd've been lucky to get a star on otherwise because of the wall level.

  2. #42
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    Yup im a th8 and the poison helps alot, plus im thinking of getting eq

  3. #43
    Forum Elder nas's Avatar
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    Quote Originally Posted by Noctgoth View Post
    The option of breaking walls using earthquake spells should be improved, spending four dark spells is simply unsustainable.

    I think it should be possible to break the walls using only three spells, otherwise earthquake spells will no longer be used when people realize their futility.

    1 spell jump. = 4 earthquake spells. It makes no sense!

    1 spell jump. = 3 spells earthquake. A real alternative to use.
    Wallbreakers are made for this job.

    Before the earthquake spell, there wasn't a problem. Now that we have received a spell that can damage walls significantly, you call for a buff?

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  4. #44
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    I'm on the consensus that 3 eq should be able to break a wall. I am quite sure that troops ignoring jump spell is a placement problem of other buildings still being nearer, but even if it was a legit issue, the game should not be balanced around bugs happening, the bugs should be fixed instead.
    Of course, spending 1 eq to help wall breakers is fine and all, and so is using eq at th 8, but at th 9 onwards and upon getting a lv 2 jump spell, I do not see any purpose of using 4 eq over 2 jumps or 1 jump and something else. The damage dealt to surrounding buildings is quite little, at max eq each building will have (0.88 power 4) hp remaining which equals to about 60% hp remaining. A single rage, by amplifying troops damage by 2.7 times, will effectively make all buildings in the radius down to 37% of their hp. As we all know, there is no combination of eq and lightning spells to take down air defences or whatever in an efficient way either.

    1 extra tile radius of breaking walls and reducing buildings in the way to 60% remaining hp does not warrant the loss of an extra spell slot which can be a 2nd jump for a far bigger area, or a rage which can cut buildings hp far more effectively. As far as time limit goes, 40 seconds on lv 2 jump is incredibly long and you should not need longer than that anyway (and th 10s get a whopping 60 seconds jump)
    Last edited by TheUnseenz; July 21st, 2015 at 09:22 AM.

  5. #45
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    It is already a overpowered spell at lvl 1 you can destroy lvl 11 walls. I use it to farm and in war. Mucht better than the jump spell. But it primarily is a th10 spell, since you need 4 of them. I myself have lvl 10 walls and am wondering whyi even did those walls because of the eq spell. But then again the game changes best to go with it. And upgrading is definitely advised since the damage to other buildings increases. X bow lvl 4 with 20 procent extra damage will make it a lot mkre convenient to destroy it.

  6. #46
    Warriors are OP Alexander's Avatar
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    4 Earthquake is for me fine to need for lvl 1, 2 and 3, but I think that lvl 4 Earthquake should make the buff and only need 3 of them to wipe out walls, then it would make sense to upgrade them.


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  7. #47
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    Quote Originally Posted by godofleonidias101 View Post
    Yup im a th8 and the poison helps alot, plus im thinking of getting eq
    Eh, as an 8 with 4 earthquakes you're only left with one heal or rage which isn't enough to get 3 stars in most cases. Make it 3 spells and it will be usable at th8

  8. #48
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    oh good, finally someone proves it that EQ is quite balanced.

    If someone complains that it's too little and then another one complains that it's too many, it's more or less at the right place

  9. #49
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    Quote Originally Posted by Pinheiro View Post
    I still don't see any reason ever to lose another spell just for a big hole.

    Tell me, would you ever take 4 EQ spells with you on a raid instead of a single Jump? Never.

    I agree, unless its a base thats really suited to earthquakes ( like a teaser ) then a jump spell will do the same job but take up less spells.

  10. #50
    Forum Champion RAppel's Avatar
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    Sorry if this already had been asked. I havn't been on the boards since the update. What's the point of upgrading the EQ spell since lvl1 and lvl4 both deatroys any lvl walls (if 4 EQ spells are used). I guess it does a bit more damage to buildings, but is it significant? Or am I missing something?
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